While the federal government continues to dive head-first into inept authoritarianism (which I will continue to say, while the government still allows me to say it), at least state governments are still occasionally doing what they are supposed to do. Earlier this week, the state of California passed a new law requiring streaming services such as Netflix, YouTube, and so forth to limit the volume of ads to be no louder than the volume of the actual content.

This may seem like a minor thing that shouldn't need legislation. Which is true. It really should not require legislation, as streaming services and advertisers should have known to self-regulate this to begin with -- especially considering that there is already a similar law for broadcast TV and radio! But then again, when does corporate self-regulation ever work? But even though this bit of self-regulation would seem like common sense, this has been a massive pet peeve of mine for years, and it still had to come down to a government regulating it.

I'm sure I'm not the only one who gets frustrated by having to turn the TV volume up almost as high as it will go, just to be able to hear and understand dialogue in a movie or TV show, only to have an ad come on and deafen me, almost blow out my speakers, shake the house, and wake up any family who are sleeping. I've been ranting and complaining about this privately, at home, for years (and have probably posted complaints about it online a few times). Now, it appears, that streaming services might finally have to address the problem.

The new California law doesn't go into effect until July of 2026, and I don't live in California, so I might still be waiting a long time to see this change in my own personal TV and movie streaming experience. In fact, it might never change at all. But I am hopeful that it will. It is quite common for corporations to implement state regulations in their products and services for all states or jurisdictions. This is because it's often simpler and cheaper to just apply the change everywhere, rather than have to have different versions for different jurisdictions. So if YouTube, Netflix, and so forth have to develop an algorithm to match the volume of ads to the volume of content, there's a good chance that new code will be applied to all their content everywhere; rather than having to specifically check and apply it only if the viewer is in California.

So there's a strong chance that, even though I don't live in California (and many of my readers probably don't either), we will all benefit from this new California law.

Thank goodness for California!

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(I had meant to write and publish this post last Monday, but I got distracted and didn't.)

Last week marked a subtle, but significant shift in my video game YouTube consumption. For the first time in over a decade, Stephanie (formerly James) Sterling did not post a new JimQuisition episode last Monday. (As of the time of this writing, I haven't seen an upload for this Monday either). She had warned us that she would be taking a long overdue break. Part of me thought that she wouldn't be able to go through with it, and that she just wouldn't be able to help herself and would publish a video anyway. She didn't.

Stephanie Sterling is part of an "old guard" of video game essayists on YouTube who shaped many of my perceptions of video game criticism, and criticism of the games industry at large. In addition to the JimQuisition, I was a big fan of creators like SuperBunnyHop, Errant Signal, Max Derrat, Noah Caldwell-Gervais, Joseph Anderson, and others. These creators (and others) largely influenced my own content creation philosophies. But many of these creators have slowed down or stopped uploading altogether.

SuperBunnyHop went from uploading an essay about every 2 months, to uploading 1 game essay over a span of about 2 years. Though he has since started uploading more regularly this year, with an excellent history of war-gaming (and how it evolved from table-top to video game).

Errant Signal was similarly publishing a new video every month or 2, but has slowed down to just a handful of uploads over the past 2 years. Almost all of those have been his on-going "Children of Doom" series. Will this series be his swan song? Or will he go back to more broad essays after this massive project is over?

Joseph Anderson is still doing occasional large critiques, but he seems to have moved more towards live streaming instead of pre-recorded, long-form essays. I haven't watched any of the live streams, but I have seen some clips from some of them.

Others, like Max Derrat and Noah Caldwell-Gervais seem to still be going strong, and both seem to be broadening the topics of their content. Max Derrat has begun covering other game series beyond Silent Hill and Metal Gear, while still keeping focused on how philosophy and the occult are adapted into whatever games he discusses. Noah has been creating a lot more "road trip" content, in which he talks about U.S. history from the perspective of driving a particular interstate route. I've actually liked those road trip videos a lot, since they make me nostalgic for the road trips that I took with my family as a child.

In any case, content from these foundational game essayists seems to have become fewer and further between over the past couple years, culminating with Sterling's decision to take her long-overdue break. I've been almost religiously following the JimQuisition for years now, watching almost every Monday. Last Monday, the internet seemed like an emptier, more hollow place without thanking God for her.

Last week marked the first Monday in a decade that Stephanie Sterling did not upload a JimQuisition episode.
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Patreon

Today, I posted a pair of new videos for my Patrons. These videos discuss what I consider to be the best and worst parts of Bloober's Silent Hill 2 Remake. Both videos can be viewed by Patrons by visiting the following link: https://www.patreon.com/posts/best-and-worst-2-131192586.

The first video is about the best thing about the remake. It will be a Patreon exclusive for about a week. At that point, I will release it to the public, and the second video will remain a Patreon exclusive for a couple weeks before it goes available to the public. Once both videos are publicly available, I will update this post to embed both videos for all my readers to be able to watch. In fact, I might even embed them here a little bit early, for all my loyal readers. It will really depend on how busy I am over the next few weeks (I will be very busy).

Of course, if you already read my full written review on this blog, then you probably have a good idea of what each video's topic will be.

As always, thanks to all of my Patrons, past, present, and future. Your support has meant a great deal to me, and has helped me offset some of the costs of maintaining this blog and of creating my YouTube content. I wish you all the best.

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Wednesday, December 27, 2023 06:30 PM

Madden 24 can't even get nostalgia right

in Video Gaming by MegaBearsFan

Madden NFL 24 - title

Yesterday, I posted a new video to YouTube which critiques the Training Camp mini-games in Madden 24, and their pitiful attempt at playing off of players' nostalgia for the almost-20-year-old Madden games on PS2. I'm not going to reproduce a transcript of the entire video here, since most of the points in the video were already made in my full review of Madden 24 on this blog.

A critique of Madden 23's Training Camp mini-games is available on YouTube.

In summary, the video compares the execution of the mini-games in Madden 24 to the overall execution of the mini-games in Madden 2006, and how these new drills fail to replicate many of the design decisions that made those old drills good. Most notably, the new drills lack any of the classic risk / reward mechanics of the old drills, and the new drills seem designed for the user to just grind them for the maximum reward possible. The critique also compared each new mini-game with the analogous drill from Madden 2006, and how each individual new drill is poorly designed in comparison to the classic drills.

I also rant a bit about the lack of any mini-game for offensive linemen. To be fair to Madden 24, the old Madden games didn't have offensive lineman mini-games either. But then again, those older games also didn't have any mechanics or controls for playing as an offensive lineman. Madden 24 does. So there is no excuse for Madden 24 to not have offensive lineman mini-games.

I do wonder how this Training Camp feature is being received by the Madden community. If the rest of the community dislikes them as much as I do, then I wouldn't be surprised to see EA completely drop this feature from next year's game. Honestly, I don't even think I would miss it.

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A video retrospective of the last few years' of Cities: Skylines expansions and DLC is on YouTube.

I recently published a new video essay to my YouTube channel about the last few years' worth of expansions and DLC for Cities: Skylines. I will not transcribe the entire essay here, since most of what is in the essay has already been presented in my various reviews of the relevant expansions and DLC. This video features my impressions of the Campus, Sunset Harbor, Airports, Plazas & Promenades, and Hotels " Retreats expansions, as well as the World Tour DLCs (including the Financial Districts mini-DLC and content creator packs).

In summary, while most of these expansions were even more limited in scope than the earlier Cities: Skylines expansions, they started to show some signs that Colossal Order was starting to address some of my long-standing complaints and criticisms with the earlier expansions. Most notably, the newer expansions started to back-port new features and mechanics into the older expansions, such as adding new buildings if players have other expansions installed, or adding new mixed-use transit options that combine transit methods in the new expansions with transit options found in old expansions. It's a lot of subtle stuff, but it goes a long way towards making all the expansions feel more robust and homogenized.

In addition, the newer expansions and content creator packs started introducing assets that I had been asking for for a very long time. These include native parking lots and garages, sports parks such as baseball diamonds and football fields, and new sports stadiums. Sadly, we still don't have public beaches, water parks, or golf courses.

These subtle changes to the way that the expansions also expand other expansions has me very excited and optimistic that Cities: Skylines II will learn lessons from the original game's expansions' faults, and will offer much more robust and complete expansions.

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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